IsPlayerKeyDefinitionReady

From Wiki G1R-MP G1 Remake Multiplayer
Revision as of 20:00, 19 October 2026 by QCherry (talk | contribs) (Document upcoming 0.1.9 custom native keys, shared doors, server Lua callbacks and persistence; not a release)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

isPlayerKeyDefinitionReady

Available from 0.1.9 (upcoming; not yet publicly released). Not included in public 0.1.8. Use matching updated server and clients.

Server Lua. Part of custom keys and shared placed doors.

Syntax

ready = isPlayerKeyDefinitionReady(playerId, item)

Parameters and behavior

playerId is a connected positive integer player ID; item is an active canonical custom key. Readiness belongs to the current connection and definition revision. It is client presentation readiness, not entitlement.

Returns

Boolean. False for disconnected/unknown/not-ready cases. A true result never grants items; use givePlayerItem from authorized server logic.

Examples and security

See Custom keys for complete registration, copy issuance, placement, persistence and callback examples. These are server functions, not client RPC endpoints. Do not forward untrusted client arguments without gameplay authorization.